MARTIAL ARCHETYPE: THE BASTARD

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“Should they win merely because of the gifts god gave them? Well, I say cheating is the gift man gives himself.”

3 Ready for Anything – A bastard is always considered proficient with improvised weapons and deals 1d6 damage when using such weapons.

3 Jaded – Bastards have advantage on Wisdom (Insight) checks to detect deception and saving throws against fear-based spells and effects.

7 Fight Dirty – Instead of dealing damage, a bastard fighter can use a successful attack to impose the blinded, deafened, prone, or restrained condition to their target until the start of the bastard’s next turn.

10 Live to Fight Another Day – As long as a bastard has less than half their total, maximum hit-points, they can use Disengage as a bonus action after completing an attack.

15 Gettin’ Too Old for This – When a bastard uses Second Wind, they can roll twice and take the higher result.

18 Smarter, Not Harder – Whenever a bastard attacks with advantage, they can also roll the damage twice and take the higher result.